This supplement clocks in at seven pages, including five pages of content. After the cover, we jump write into the crunch (no table of contents). In this installment, we get 16 magic items which fit on different slots (as opposed to the all-weapons previous installment). As in the previous installment, every item includes xp in its crafting cost, per 3.5 rules. If you are using Pathfinder crafting rules, you can simply ignore the xp cost.
On the cheap end, we have the 2500 gp Everready Gloves. It gives the user the ability to conjure a variety of non-magical tools as a move action (with a once per day limit per tool). While potentially useful, it feels a lot like a “Swiss army knife” item. It competes for the same design space as the Handy Haversack (which can be obtained and filled with the mundane tools conjured by the Everready Gloves for less than the cost of a pair of Everready Gloves).
There’s also the 2500 gold piece Fighter’s Tabard, a chest-slot item which grants a +1 bonus to one specific combat maneuver (using Pathfinder terminology despite using 3.5 crafting cost rules). Again, not an interesting item.
On the expensive end, there is the Circlet of Infinite Hues, a 61500 gold piece item. It gives a variety of spell-like effects…which seem to be one-use-each, although it is not entirely clear from the description. This item is also underwhelming, especially for such a high level item.
There is almost no visual artwork in this product.
Short Term Rating: Every item in this supplement can be dropped into a campaign without trouble. For the most part, they are not particularly interesting, but they do function, making for a short term rating of 3/5.
Long Term Rating: Bradley Crouch eventually developed into a great game designer…but his future mojo isn’t present in this bag of magic items. Skip this, and jump to his more recent works on magic items. If it were any more expensive, I’d rate lower, but at only one dollar this gets a 2/5.

There are several things I like about this series. First is that the items are all simple to add to your game. There are no vast descriptions of each item, so the GM can pretty much write his or her own backstory for the items. Second there are no game killers. None of the items so far have the capability of killing your campaign. The third thing I like concerms this product specifically, new non-combat magic items. By that I mean new non-weapon magic items. I like including these types of items in my adventures. Last but not least is the price. The money spent is well worth it.